/usr/include/crystalspace-2.0/cstool/proctex.h is in libcrystalspace-dev 2.0+dfsg-1build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 | /*
Copyright (C) 2000-2001 by Jorrit Tyberghein
Copyright (C) 2000 by Samuel Humphreys
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_PROCTEX_H__
#define __CS_PROCTEX_H__
/**\file
* Superclass for procedural textures.
*/
#include "csutil/sysfunc.h"
#include "csextern.h"
#include "csutil/csobject.h"
#include "csutil/ref.h"
#include "csutil/scf_implementation.h"
#include "csutil/threadmanager.h"
#include "itexture/iproctex.h"
#include "itexture/itexfact.h"
#include "iengine/texture.h"
#include "iengine/engine.h"
#include "igraphic/image.h"
#include "iutil/event.h"
#include "iutil/eventh.h"
#include "iutil/selfdestruct.h"
#include "ivideo/graph2d.h"
struct iEngine;
struct iGraphics3D;
struct iMaterialWrapper;
struct iObjectRegistry;
struct iTextureManager;
struct iTextureWrapper;
class csProcTexEventHandler;
/**
* A callback for when a iTextureWrapper is used.
*/
struct iProcTexCallback : public virtual iBase
{
SCF_INTERFACE(iProcTexCallback, 2,0,0);
/// Get csProcTexture.
virtual iProcTexture* GetProcTexture() const = 0;
};
/**
* Generic superclass for procedural textures. This class
* takes care of scheduling when a procedural texture needs updating.
*/
class CS_CRYSTALSPACE_EXPORT csProcTexture :
public scfImplementationExt3<csProcTexture, csObject, iTextureWrapper,
iProcTexture, iSelfDestruct>, public ThreadedCallable<csProcTexture>
{
friend struct csProcTexCallback;
friend class csProcTexEventHandler;
private:
// Setup the procedural event handler (used for updating visible
// proc textures).
THREADED_CALLABLE_DECL1(csProcTexture, SetupProcEventHandler, csThreadReturn, iObjectRegistry*, object_reg, HIGH, false, false);
csRef<iEventHandler> proceh;
protected:
// Will be set to true as soon as pt is initialized.
bool ptReady;
// Flags uses for the texture.
int texFlags;
// Texture wrapper.
csRef<iTextureWrapper> tex;
// Dimensions of texture.
int mat_w, mat_h;
csRef<iImage> proc_image;
csRef<iGraphics3D> g3d;
csRef<iGraphics2D> g2d;
iObjectRegistry* object_reg;
csRef<iEngine> engine;
bool anim_prepared;
bool key_color;
int key_red, key_green, key_blue;
// If true (default) then proc texture will register a callback
// so that the texture is automatically updated (Animate is called)
// whenever it is used.
bool use_cb;
// always animate, even if not visible
bool always_animate;
// Are we visible? Can be 'false' if animated w/ 'always animate'.
bool visible;
/**
* Create the actual texture wrapper.
* The default implementation creates a texture from proc_image if that is
* valid, or a texture of format "rgb8" otherwise. Override this function
* to realize different texture formats.
*/
virtual iTextureWrapper* CreateTexture (iObjectRegistry* object_reg);
virtual iObject *QueryObject();
virtual iTextureWrapper *Clone () const;
virtual void SetImageFile (iImage *Image);
virtual iImage* GetImageFile ();
virtual void SetTextureHandle (iTextureHandle *tex);
virtual iTextureHandle* GetTextureHandle ();
virtual void GetKeyColor (int &red, int &green, int &blue) const;
virtual void SetFlags (int flags);
virtual int GetFlags () const;
virtual void Register (iTextureManager *txtmng);
virtual void SetUseCallback (iTextureCallback* callback);
virtual iTextureCallback* GetUseCallback () const;
virtual void Visit ();
virtual bool IsVisitRequired () const;
virtual void SetKeepImage (bool k);
virtual bool KeepImage () const;
virtual void SetTextureClass (const char* className);
virtual const char* GetTextureClass ();
virtual bool GetAlwaysAnimate () const;
virtual void SetAlwaysAnimate (bool enable);
virtual iTextureFactory* GetFactory();
virtual void UseTexture ();
public:
// The current time the previous time the callback was called.
// This is used to detect if the callback is called multiple times
// in one frame.
csTicks last_cur_time;
private:
static void ProcCallback (iTextureWrapper* txt, void* data);
/// Parent factory
csRef<iTextureFactory> parent;
public:
csProcTexture (iTextureFactory* p = 0, iImage* image = 0);
virtual ~csProcTexture ();
iGraphics3D* GetG3D () const { return g3d; }
iGraphics2D* GetG2D () const { return g2d; }
iObjectRegistry* GetObjectRegistry () const { return object_reg; }
/**
* Disable auto-update. By default csProcTexture will register
* a callback so that every time the texture is visible Animate
* will automatically be called. If you don't want this and you want
* to call Animate on your own then you can disable this feature.
* You need to call DisableAutoUpdate() before calling Initialize().
*/
void DisableAutoUpdate () { use_cb = false; }
/**
* Do everything needed to initialize this texture.
* At this stage only will settings like the key color be used.
* The correct init sequence is:
* - csProcTexture::Initialize()
* - iTextureWrapper::Register()
* - csProcTexture::PrepareAnim()
*
* Alternatively you can use Initialize(engine,name) which does all this
* work for you.
*/
virtual bool Initialize (iObjectRegistry* object_reg);
/**
* Initialize this procedural texture, create a material associated
* with it, properly register the texture and material and prepare
* them. This function assumes that the texture manager has already
* been set up. It is a convenience function that offers
* less flexibility but is sufficient for most cases. The texture and
* material will get the name that is given by this routine.
*/
iMaterialWrapper* Initialize (iObjectRegistry* object_reg, iEngine* engine,
iTextureManager* txtmgr, const char* name);
/**
* Prepare the animation for use.
*/
virtual bool PrepareAnim ();
/// Set the key color to use for this texture.
void SetKeyColor (int red, int green, int blue)
{
key_color = true;
key_red = red;
key_green = green;
key_blue = blue;
tex->SetKeyColor (red, green, blue);
}
/**
* Animate this texture. Subclasses of csProcTexture must implement
* this to implement some kind of animation on the procedural texture.
*/
virtual void Animate (csTicks current_time) = 0;
/// get dimension
virtual void GetDimension (int &w, int &h) const
{ w = mat_w; h = mat_h; }
static int GetRandom (int max)
{
return int ((float(max)*rand()/(RAND_MAX+1.0)));
}
/// Get the texture corresponding with this procedural texture.
iTextureWrapper* GetTextureWrapper ()
{ return this; }
/// release engine instances
virtual void SelfDestruct ();
};
#endif // __CS_PROCTEX_H__
|